Guild Saga: Vanished Worlds

Guild Saga: Vanished Worlds

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Spell list
There is a website that well tell you a weapons stats and specs. It came in handy because i needed to know if a weapon was one handed before i purchased it.

That said having to purchase a spell to find out what it does is driving me insane.

There are 3 places ive found to buy spell books.

Engineer, Cleric and warlock spells are extremely hard to come by. Merchants only really support elemental which i am largely.

Im guessing resurrection never comes in a spell book and thats why the scrolls cost so much.

By what metric does your AP in crease per round. Takes 3 to 4 rounds for me to cast my largest golem.

Im a geomancer i have 4 peices of gear that support that are they increasing the dmg of my geomancer spells or making my golems stronger?

Is there any benefit to casting spells from your chosen school or is it just getting free access to some of them at creation?
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Showing 1-4 of 4 comments
vultm  [developer] Jan 5 @ 7:54am 
Hi there, thanks for playing and for your questions.

- Buying skills: You can press L to lock a skillbook tooltip, then hover over the skill name to see what it does before buying. This feature is helpful in various other circumstances as well.

- Merchants: The cleric towards the north of Gladeheim by the cells will sell cleric skills. To my recollection, there is one that allows resurrection outside of and during battle but at a cost. Mama Donna at the Inn will sell Warlock skills and equipment after completing a certain quest.

- AP per turn: AP/turn is an independent stat and is not increased by any attributes. We intend to increase it when the character reaches a certain overall level. However, if you save your AP, it shouldn't take more than 2 rounds to save enough to cast any skill. That may be a bug you are experiencing with AP gain.

- School attributes: The geomancer attribute will make your geomancer skills more powerful. Your summon's power level is based on the summoner overall level. On the experimental branch, this is changed to consider the summoner's applicable school level in determining the power of the summon. This will be updated on the main branch of the game at a later time.

- Specializing in chosen school: Skills in the school you chose during character creation will be more effective as you have increased that school level. Also, we will likely add minimum school level requirements in order to learn skills in that school (this is currently live on the experimental branch). Generally speaking though, the game looks to provide more free character building and permit mixing skills from different schools with a high degree of freedom.

Hope this helps. Just let me know if you have any more questions! Cheers.
I feel bad and great when you respond. Like amazing dev support. But i meant to bother the community. Thank you for answering those questions.

Im glad im moving in the correct direction with my choices.
Any plans to add a way to alter or rest set talent points in the future for a cost?
vultm  [developer] Jan 5 @ 12:15pm 
Originally posted by DukeDarkHart:
Any plans to add a way to alter or rest set talent points in the future for a cost?

Yes, in the future, assigning talent points will be part of leveling up, and the upcoming respec feature will also remove your talents and give you back your talent points (just as it will attribute points).
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Showing 1-4 of 4 comments
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